
● Loadout visualization/picker in the Encyclopedia. You can now see the list of all available loadouts for a given vehicle and visualize its content in the UI and on the vehicle itself.
● Vehicle weight category filter when creating a battle. You can now have light vehicles armoured engagements only, or medium only, or light and heavy only etc. Full customization regarding the weight category of every land vehicle.
● AI tanks will now retreat to a safe position (moving backward) when a critical component is destroyed (gun/turret). Once it deems safe to exit and repair, the crew will bail and proceed to repair the destroyed modules/components.
● Re implemented AI medics + reviving downed friendlies mechanic (max radius is 75m around the medic).
● Re implemented the campaign.
● Campaign autosaves are now automatically cycling at 5 maximum (not yet customizable in game settings).
● Sd. Kfz. 231 8 rad now has 8 wheels turn.
● Damage from HEAT projectiles from manheld launchers is now randomized between a certain minimum amount of damage and the maximum amount of damage of the weapon.
● AI perception system was entirely overhauled. It is now much more realistic and closer to reality in terms of results/behaviour. Instead of instantly seeing or being completely blind to a target, visibility now fades gradually through foliage, crawling through bushes or hiding under tree cover will slow how quickly enemies detect you, rather than either fully hiding you or doing nothing at all. Distance and movement properly matter and will influence your visibility to the AI agents as a whole.
● AI will no longer get out of its tank to repair broken components when it isn't safe to do so (in the middle of a fight, for example). It will either wait until there are no more enemies nearby, or fall back to a safe position.
● Improved readability of killfeed messages.
● Improved camera shake on jump land (infantry).
● Improved camera shake on static guns shooting.
● Reduced doors open/close animation time to 1 second (faster).
● Blast shock coming from gun foring now scales with your position to the gun. Being behind it when it fires will dramastically reducce the shock.
● Spawnpoints on UI are now always displayed even when not available, they will however be greyed out.
● Animations on small arms now use hashes instead of strings for improved performances.
● When guns fire (anything bigger than a 5cm gun) they will now deal overpressure damage to infantry in a nearby small radius (on top of giving the shock effect). Do not stand near a gun when it fires.
● Campaign auto resolve battle option has been rewritten from scratch and should lead to more realistic results now.
● Auto saves in campaign scenario is now limited to 5 maximum (with auto cycling).
● AI fighters will no longer try to target pilots that bailed out if gamemode is dogfight.
● Jagdpanther road wheels collided with its side plates armour.
● ISU-152 gunner crew member had no FPS sight.
● Bf 109 E3 had wrong physics model and flew weirdly.
● Fw 190A-8 MK108 loadout weapons had wrong projectile visual.
● Ju-52 transport plane had not enough lift and was falling gradually when flying horizontally, which lead to many crashes in Airborne Assault (gamemode).
● Defender team had access to transport planes in Airborne Assault gamemode.
● Defender side on Airborne Assault had their plane spawnpoints clamped to the ground instead of being in the air.
● Land vehicles clipping on spawn sometimes, if two players spawned a vehicle on the same spawnpoint at the same time.
● Invisible tree colliders around buildings.
● La-5FN probably had the wrong hull camouflage/skin by default.
● Some battle presets were missing SPAAG units amount.
● Victory points amount required for a given gamemode was not saved properly when editing a battle preset.
● AI did not man its driver seat when its crew was missing several crew members and it was in engagement mode in a tank without turret, the issue was that this meant the tank would never try to face its target (which is important when you don't have a turret).
● AI controlled tanks would never switch target if a friendly was staying between him and its target and did not move.
● AI tank crew would not get out of its tank when its track was destroyed even though it could not move when it had no goal/target assigned.
● AI tanks kept moving when they were not on flat ground and thought they did not have a proper angle to shoot at their target instead of engaging their target.
● AI tank targetting could sometimes switch target mid engagement because its active target had less HP than the other.
● M1903A3 Springfield scope had the wrong lens image.
● Race condition with static weapons users (two players could get assigned to the same static weapon if they pressed the key at the same time, or you could get kicked by a bot).
● Yet another attempt to fix dead infantry standing (bots only?).
● Pressing the reload key in multicrew would trigger a weapon reload for all weapons of all crew members even if the user that requested the reload did not man these weapons.
● Flags capture area player checking was quite expensive and has been optimized to pretty much zero cost.
● Some artillery guns had too short shooting range.
● Panzerfaust warhead was still attached visually after a shot instead of being disabled.
● AI armoured cars would not move.
● In some rare cases, it could be impossible to use a static weapon, every time you would try to, you would be automatically kicked out (even in singleplayer).
● 7.5 cm le.IG 18 casing spawn position was wrong.
● Exitting the sd kfz 251 while it was moving would result in instant death by collision with the vehicle.
● M-30 122S mm had no explosive filling for its HE round.
● Several misc fixes to AI tank behaviour.